Looks pretty solid, I'll give it some spins but I will 100% be swapping the Druid for Krasis

No man, don't do that... If you want Krasis cut Void Grafter. The Druid is part of the deck's engine. It will not work without him. You want all the dorks, because you have tons of ways to untap them... They generate metric Tons of mana for you, and fix it at the same time. trust me on this, they are the whole point of the deck (with the other mana dork of course).

But I really think grafter is better. He's in here for hexproof against certain types of decks. I could see Krasis being great though, so try him out, but only for grafter.

Looks pretty solid, I'll give it some spins but I will 100% be swapping the Druid for Krasis

No man, don't do that... If you want Krasis cut Void Grafter. The Druid is part of the deck's engine. It will not work without him. You want all the dorks, because you have tons of ways to untap them... They generate metric Tons of mana for you, and fix it at the same time. trust me on this, they are the whole point of the deck (with the other mana dork of course).

But I really think grafter is better. He's in here for hexproof against certain types of decks. I could see Krasis being great though, so try him out, but only for grafter.

Just updated from above. T4 Outland colossus with trample (or hasted with vigilance), yeah, thanks I think I will. Get a dork, plus retreat plus Mina and Denn out sometime - watch what happens. Lols.

Some other things I didn't mention before... I've kept woodland Belower in because it's a 10/10 over 2 bodies if you get it. I'm actually not sold on that btw... It's weak in this deck. I really did just say a 10/10 over 2 bodies is weak in this deck. ;-)

I'm not sure if this deck is spike enough to really be spike, but for the Johnny/Timmy crew, it's really good. I'd be shocked if it's not competitive though.

Is the list that I have been using. The deck is great against anything that isn't mono white aggro. Other decks are too slow to deal with the number of walkers and explosive creatures. This is especially true when I can keep 6/6 wanderer on the board with the help of deathcap cultivator. I am thinking of dumping arlin kord as she has been pretty useless every time I have played her. Kiora has been a godsend though. I will likely also cut Ulvenwald Hydra as well, but im not sure what to replace it with. I will probably take arlin out for a tayimo journal. Let me know what you guys think.

Edit: Took out twin bolt plus nissa the planeswalker for 2 x sylvan ranger for early mana fixing and chump blocking. Also replaced 2 x jori en with 2 x mina and den. Final change was replacing westvale abbey with rogues passage. These changes give the deck more evasion and better fixing early, and allow me to take a wider variety of hands. Thanks to wecoexist for the suggetions

I felt that your deck was counting too directly on the aether grid to win, and making too many plays that did nothing but generate artifacts for aether grid use.

This deck has several synergies:1) Chump with non-token creatures, generate clues with Ulvenwald mysteries. 2) Fill the board with even more creatures courtesy of whirler rogue and pia and kiran nalaar. 3) Sac clues and generate even more bodies with mysteries so that you can continue chumping.4) Sac clues and make tracker into an enormous threat.5) Draw cards and/or create endless stream of chumps via thopter spy network.6) Tutor for combo pieces with tamiyo's journal.7) Activate the journal at instant speed to create three 1/1 tokens via mysteries or to give tracker +3/+3.8) Activate ghirapur aether grid to leverage your huge swarm of clues into targeted damage.9) Chandra complements the deck nicely: her +1 will help you go even wider, her 0 can help you find missing combo pieces, and her -X can be used to wipe the board and cash in your own bodies for more clues.Embermaw Hellion can potentially double the combo but I felt it was win more... I could be wrong.

The mana is pretty bad, but right off the bat 15 sources allows you to easily hit all the two drops. Casting the and spells is more difficult with only 11 and 10 sources, but if you include the rangers the numbers are better at 15 and 14 sources each.

I haven't tested this but you can take it for a spin. I imagine the main problem in this deck will be a lack of consistency, we do have 8 cards that effectively do nothing the turn they are played. It certainly isn't tier 1, but with the right hand I think it can have game anywhere.

Edit: I can't count, this was only 59. Added non-flip nissa.

Last edited by HenWen on Fri May 20, 2016 8:53 pm, edited 1 time in total.

I understand, but you might have made that more clear when you asked for help.

@ BATMAN

I will concede that Abbey would offer a lot of value here because of all the sac fodder.

If I want to add the Abbey, my options are:1) Remove two non-land cards. In what is essentially a combo deck you need to draw as many combo pieces as possible to get synergy. This deck needs synergy to survive.

2) Remove two basic lands and replace them with Abbey. This is probably the default scenario that you and other Abbey advocates consider. "Abbey is free because it is a land!"

But consider this. This is a 3 color deck that wants 95% reliable on turn 2 and semi-reliable on turn 4, mana isn't an afterthought, it is a core issue and stumbling block for the deck. If this were a competitive deck I would not have such extreme mana needs at all.

3) Remove four basic lands and add two abbey and two taplands to offset the lost mana. I.e. remove 2 islands, 2 forest and add 2 abbey, 2 woodland stream. This would saddle the deck with even more lands that come into play tapped - 6 lands that come into play tapped and 8 lands that are tapped about half the time in the critical early turns.

Is it possible to squeeze Abbey into the deck? Sure. Is it desirable? I am not sure. This would require some playtesting. I feel that the mana-intensive four drops are key stabilizers for this deck and I do not want to dilute my manabase further.

I felt that your deck was counting too directly on the aether grid to win, and making too many plays that did nothing but generate artifacts for aether grid use.

This deck has several synergies:1) Chump with non-token creatures, generate clues with Ulvenwald mysteries. 2) Fill the board with even more creatures courtesy of whirler rogue and pia and kiran nalaar. 3) Sac clues and generate even more bodies with mysteries so that you can continue chumping.4) Sac clues and make tracker into an enormous threat.5) Draw cards and/or create endless stream of chumps via thopter spy network.6) Tutor for combo pieces with tamiyo's journal.7) Activate the journal at instant speed to create three 1/1 tokens via mysteries or to give tracker +3/+3.8) Activate ghirapur aether grid to leverage your huge swarm of clues into targeted damage.9) Chandra complements the deck nicely: her +1 will help you go even wider, her 0 can help you find missing combo pieces, and her -X can be used to wipe the board and cash in your own bodies for more clues.Embermaw Hellion can potentially double the combo but I felt it was win more... I could be wrong.

The mana is pretty bad, but right off the bat 15 sources allows you to easily hit all the two drops. Casting the and spells is more difficult with only 11 and 10 sources, but if you include the rangers the numbers are better at 15 and 14 sources each.

I haven't tested this but you can take it for a spin. I imagine the main problem in this deck will be a lack of consistency, we do have 8 cards that effectively do nothing the turn they are played. It certainly isn't tier 1, but with the right hand I think it can have game anywhere.

I felt that your deck was counting too directly on the aether grid to win, and making too many plays that did nothing but generate artifacts for aether grid use.

This deck has several synergies:1) Chump with non-token creatures, generate clues with Ulvenwald mysteries. 2) Fill the board with even more creatures courtesy of whirler rogue and pia and kiran nalaar. 3) Sac clues and generate even more bodies with mysteries so that you can continue chumping.4) Sac clues and make tracker into an enormous threat.5) Draw cards and/or create endless stream of chumps via thopter spy network.6) Tutor for combo pieces with tamiyo's journal.7) Activate the journal at instant speed to create three 1/1 tokens via mysteries or to give tracker +3/+3.8) Activate ghirapur aether grid to leverage your huge swarm of clues into targeted damage.9) Chandra complements the deck nicely: her +1 will help you go even wider, her 0 can help you find missing combo pieces, and her -X can be used to wipe the board and cash in your own bodies for more clues.Embermaw Hellion can potentially double the combo but I felt it was win more... I could be wrong.

The mana is pretty bad, but right off the bat 15 sources allows you to easily hit all the two drops. Casting the and spells is more difficult with only 11 and 10 sources, but if you include the rangers the numbers are better at 15 and 14 sources each.

I haven't tested this but you can take it for a spin. I imagine the main problem in this deck will be a lack of consistency, we do have 8 cards that effectively do nothing the turn they are played. It certainly isn't tier 1, but with the right hand I think it can have game anywhere.

Edit: I can't count, this was only 59. Added non-flip nissa.

1). Personally, I'm a big fan of the Embermaw Hellion. A big benefit is that it makes the Ghirapur Aether Grid deal 2 damage.2). Again, I'm a fan of the Exquisite Firecraft. I think if you're thinking of swapping it in, you could try swapping in 1 of the Firecraft for a Claustrophobia to see which one sits better in your hand. Personally, I like the fact that you can blast the Firecraft directly into the opponent's face for 4 damage (5 with the Hellion, if you put it in). Better yet, you can burn the opponent to 0 in the late game. By that time, you might have spell mastery, especially with two Firecraft, which is basically a guaranteed win. Although I guess what it really comes down to is whether you find that burning off a creature/planeswalker is better for your game than tapping one, especially since Claustrophobia can hit much bigger creatures than Exquisite Firecraft. But the Firecraft can also hit walkers, like I said above.Well, that was a lot of talk for a single sorcery. By the way, I really like the way your build looks right now. I'll have t o try it when I get the cards.

I felt that your deck was counting too directly on the aether grid to win, and making too many plays that did nothing but generate artifacts for aether grid use.

This deck has several synergies:1) Chump with non-token creatures, generate clues with Ulvenwald mysteries. 2) Fill the board with even more creatures courtesy of whirler rogue and pia and kiran nalaar. 3) Sac clues and generate even more bodies with mysteries so that you can continue chumping.4) Sac clues and make tracker into an enormous threat.5) Draw cards and/or create endless stream of chumps via thopter spy network.6) Tutor for combo pieces with tamiyo's journal.7) Activate the journal at instant speed to create three 1/1 tokens via mysteries or to give tracker +3/+3.8) Activate ghirapur aether grid to leverage your huge swarm of clues into targeted damage.9) Chandra complements the deck nicely: her +1 will help you go even wider, her 0 can help you find missing combo pieces, and her -X can be used to wipe the board and cash in your own bodies for more clues.Embermaw Hellion can potentially double the combo but I felt it was win more... I could be wrong.

The mana is pretty bad, but right off the bat 15 sources allows you to easily hit all the two drops. Casting the and spells is more difficult with only 11 and 10 sources, but if you include the rangers the numbers are better at 15 and 14 sources each.

I haven't tested this but you can take it for a spin. I imagine the main problem in this deck will be a lack of consistency, we do have 8 cards that effectively do nothing the turn they are played. It certainly isn't tier 1, but with the right hand I think it can have game anywhere.

Edit: I can't count, this was only 59. Added non-flip nissa.

1). Personally, I'm a big fan of the Embermaw Hellion. A big benefit is that it makes the Ghirapur Aether Grid deal 2 damage.2). Again, I'm a fan of the Exquisite Firecraft. I think if you're thinking of swapping it in, you could try swapping in 1 of the Firecraft for a Claustrophobia to see which one sits better in your hand. Personally, I like the fact that you can blast the Firecraft directly into the opponent's face for 4 damage (5 with the Hellion, if you put it in). Better yet, you can burn the opponent to 0 in the late game. By that time, you might have spell mastery, especially with two Firecraft, which is basically a guaranteed win. Although I guess what it really comes down to is whether you find that burning off a creature/planeswalker is better for your game than tapping one, especially since Claustrophobia can hit much bigger creatures than Exquisite Firecraft. But the Firecraft can also hit walkers, like I said above.Well, that was a lot of talk for a single sorcery. By the way, I really like the way your build looks right now. I'll have t o try it when I get the cards.

Id suggest putting in will breaker, paired with a westvale abbey you can use ghirapur aether grid to target creatures one at a time and use them, or use them as a sacrifice to westvale abbey. Ive upset a few with this

There's a lot of random crap in here for various matchups, but basically you dig and draw for Tutelages and either Chandra or Forgotten Creation. Ormendahl and/or Chandra + Judgment for alternate wincons, but I haven't had to use them yet. 7-1 with this so far.

Suggestions and feedback welcome!

Came here looking for mill deck advice and I find this interesting. Couple ideas...

You're not getting more than 3 draws from Spectrum, so Oath of Jace gives the same effect for 1 less mana, plus maybe a bonus.

I see that Bone to Ash is possibly a mill from the draw, but why not Scatter to the Winds to counter anything? Creatures aren't really your worry anyways with Fog.

Expedite is fun, especially insta-flipping Jace, but with only 3 creatures is it worth it? Not sure what's best to replace it. Maybe simply Dispel? Personally, it's breaking the curve, but Part the Waterveil is an option - just pitch it to one of your draw+discard effects if it's too early in the game.

Skeleton key seemed questionable to me, and I think 3 Vessel might be OK, so I'm throwing in 2 Molten Vortex for those to get some emergency removal - it's drawing enough cards to support those. Let's see how that goes....

Here is my silly/supergimmicky OTK combo deck that i made and i can't stop playing (though it's not very well refined, or consistent). It's heavily inspired from the mono blue prison deck on channel fireball's website. The idea is to use part the waterveil and GeistBlast to get multiple back-to-back turns and win before your opponent can react.

This deck has a few nice combos and a synergies. One of my favorite is having the opportunity scry and then playing Combustable Gearhulk. Hitting a Metalwork Colossus with that just feels so good. I'm not sure if I should try to force in some control somewhere though. This deck might just be way too slow to be any good. I'm not that afraid of board clear b/c of Flameshadow and Spy Network, but I am open to suggestions to make this a better overall deck.

The deck seems slow and I don't like its lack of removal, but I think it's workable.

The red and blue are fine, but green might need revising - Oviya is slow as hell and not very "Conjurable", while the Hulk lacks real targets other than cultivator and there are other options to power your creatures up. Plant spawning Nissa is fine, but it's early double green in a mainly UR deck, so New Nissa would be better I think. If you want her mainly for the +1/+1 counters, it could be a better use. I'd use new Chandra here just for the mana ability till ult.

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